Appendix A, Games Cited

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Appendix A, Games Cited Appendix A, Games Cited Advance Wars: Dual Strike. 2005. Nintendo DS. Nintendo/ Intelligent Systems. Bionic Commando (series) 1988. Game Boy, NES, Xbox 360. Capcom. Breakout. 1976. Atari 2600, 5200. Atari. Broken Sword: The Shadow of the Templars – Director’s Cut. 2009. Nintendo DS. Ubisoft. Castlevania (series) 1986. NES, Super NES, Nintendo Game Boy, Nintendo DS, Nintendo 64, Playstation,. Konami. ChronoTrigger. 1995. SNES, Playstation, Nintedno DS. Square. Color TV Game. 1977. Nintendo. Computer Space. 1971. Arcade. Nutting Associates. Dance, Dance Revolution. 1998. Arcade. Konami, Entertainment Tokyo. Disagree (series) 2003. Playstation 2, PSP, Nintendo DS. Nippon Ichi Software, System Prisma. Dynasty Warriors DS: Fighter’s Battle. 2007. Nintendo DS. Koei. Elite Beat Agents. 2006. Nintendo DS. Inis, Nintendo. EverQuest. 1999. Windows, Mac. Sony Online Entertainment. Final Fantasy (series) 1987. Game Boy Advance, MSX, Nintendo DS, NES, Nintendo GameCube, Windows, PlayStation, PlayStation 2, PlayStation 3, PSP, Super NES, Wii, Wonderswan Color, Xbox 360. Square Enix. Galactrix. 2009. Nintendo DS, Xbox 360, PS3. Infinite Interactive, D3 Publisher. doi: 10.1057/9781137396594 Appendix Gun Fight. 1975. Arcade. Taito, Midway. Halo (series) 2001. (Xbox) Bungie, Micosoft Game Studios. Henry Hatsworth in the Puzzling Adventure. 2009. Nintendo DS. EA Tiburon, EA Games. Knights in the Nightmare. 2008. Nintendo DS. Sting, Sting Entertainment. Legend of Zelda Phantom Hourglass. 2007. Nintendo DS. Nintendo EAD. Metal Gear (series) 1987. NES, PC, Playstation, Playstation 2, Playstation 3, PSP, Xbox, Xbox360. Konami. Missile Command. 1980. Arcade. Atari. Mortal Kombat (series) 1992. Arcade, Super NES, Mega Drive/Genesis, Sega Mega CD, Amiga, Game Gear, Game Boy, Sega Master System, Midway Games, Nether Realms. Tekken (series) 1994.. Arcade, PlayStation, Wonder Swan, PlayStation 2, Game Boy Advance, PlayStation Portable, PlayStation Network, PlayStation 3, Xbox 360. Namco, Namco Bandai. Ninja Gaiden:Dragon Sword. 2008. Nintendo DS. Tecmo, Team Ninja. Pokémon (series) 1996. Game Boy, Game Boy Advance, Nintendo DS. Game Freak, Nintendo. Pong. 1972. Arcade. Atari. Professor Layton. 2007. Nintendo DS. Nintendo 3DS. Nintendo. Puzzle Kingdoms. 2009. Nintendo DS, Nintendo Wii, Windows. Infinite Interactive, Zoo Games. Retro Game Challenge. 2007. Nintendo DS. indieszero, XSEED Games. Rhythm Heaven. 2008. Nintendo DS. Nintendo. Rock Band (series). 2007. Harmonix Music Systems, MTV Games. Scribblenauts. 2009. Nintendo DS. 5th Cell, Warner Bros, Interactive. SSX 3. 2003. PlayStation 2, GameCube, Xbox, Game Boy Advance, Gizmondo. EA Canada, EA Canada BIG. Super Princess Peach. 2005. Nintendo DS. Nintendo. The Legend of Zelda: Spirit Tracks. 2009. Nintendo DS. Nintendo EAD The World Ends With You. 2007. Nintendo DS. Square Enix. World Of Warcraft Mac. 2004. Windows. Blizzard Entertainment. doi: 10.1057/9781137396594 Bibliography Adorno, Theodore. 1976.Introduction to the Sociology of Music. New York, NY: Continuum. Allison, Anne. 2006. Millennial Monsters. Berkeley: University of California Press. Anderson, Benedict. 1991. Imagined Communities: Reflections on the Origin and Spread of Nationalism. New York, NY: Verso Books. Dapperly, Tom. 2010. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures. Augé, Marc. 2002. In the Metro. Minneapolis, MN: University of Minnesota Press. Augé, Marc. 1995. Non-Places: Introduction to an Anthropology of Supermodernity. New York, NY: Verso Books. Beatriz Colomina. 2007. Domesticity at War. Cambridge, MA: MIT Press. Benjamin, Walter. 1969. Illuminations: Essays and Reflections. New York, NY: Schoken Books. Benjamin, Walter. 1996. Walter Benjamin: Selected Writings, Volume 2, 1927–1930. Edited by Marcus Bullock and Michael W Jennings. New York: Belknap Press. Benjamin, Walter. 1997. “Short History of Photography.” Translated by Phil Patton. Artforum 15(6):46–51. Benjamin, Walter. 1999. The Arcades Project. Translated by Howard Eiland and Kevin McLaughline. Cambridge, MA: Harvard University Press. Boyer, Steven. 2009. “A Virtual Failure: Evaluating the Success of Nintendo’s Virtual Boy.” The Velvet Light Trap 64(1):23–33. doi: 10.1057/9781137396594 Bibliography Caillois, Roger. 1968. “Riddles and Images.” Yale French Studies 41:148–158. Caillois, Roger. 2001. Man, Play, and Games. Translated by Meyer Barash. Chicago IL: University of Illinois. Castronova, Edward. 2006. Synthetic Worlds: The Business and Culture of Online Games. Chicago, IL: University of Chicago Press. Chan, Dean. 2008. “Convergence, Connectivity, and the Case of Japanese Mobile Gaming.” Games and Culture 3(1):13–25. Christine, Hine. 2000. Virtual Ethnography. London: Sage. Crary, Jonathan. 1999. Suspensions of Perception: Attention, Spectacle, and Modern Culture. Cambridge, MA: The MIT Press. Csikszentmihalyi, Mihaly. 1975. Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco: Jossey-Bass. Cunningham, Helen. 1984. “Mortal Kombat and Computer Games Girls.” In Electronic Media and Technoculture. Edited by John Thornton Caldwell. Piscataway, NJ: Rutgers University Press. Darnton, Robert. 1989. “Toward a History of Reading.” The Wilson Quarterly 13(4):86–102. De Certeau, Michel. 2002. The Practice of Everyday Life. Berkeley: University of California Press. Fleming, Dan. 1996. Powerplay: Toys as Popular Culture. Manchester, UK: Manchester University Press. Friedman, Ted. 1999. “Civilization and its discontents: Simulation, Subjectivity and Space.” In Discovering Discs: Transforming Space and Genre on CD-ROM. Edited by Greg Smith. New York: New York University Press. Fuller, Mary and Henry Jenkins. 1995. “Nintendo and New World Travel Writing: A Dialogue.” In Cybersociety: Computer-Mediated Communication And Community. Edited by S.G. Jones Thousand Oaks, CA: Sage. Gambling. 1950. Annals of the American Academy of Political and Social Science 269:62–70. Garcia, Angela Cora, Alecea I. Standlee, Jennifer Bechkoff, and Yan Cui. 2009. “Ethnographic Approaches to the Internet and Computer- Mediated Communication.” Journal of Contemporary Ethnography 38(1):52–84. Gee, James Paul and Elisabeth Hayes. 2009. “Public Pedagogy through Video Games: Design, Resources & Affinity Spaces.”Game Based doi: 10.1057/9781137396594 Bibliography Learning. Retrieved from http://www.gamebasedlearning.org.uk/ content/view/59/ Geertz, Clifford. 1973. “Deep Play: Notes on the Balinese Cockfight.” Reprinted from The Interpretation of Cultures. New York: Basic Books. Gieryn, Thomas F. 2000. “A Space for Place in Sociology.” Annual Review of Sociology 26(1):463–506. Goffman, Erving. 1961. Encounters: Two Studies in the Sociology of Interaction. New York: Bobbs-Merrill. Goldberg, Jonathan. 1991. Writing Matters: From the Hands of the English Renaissance. Stanford: Stanford University Press. Golumbia, David. 2009. “ Games Without Play.” New Literary History 40(1):179–204. Guins, Raiford. 2004. “Intruder Alert! Intruder Alert!’ Video Games in Space.” Journal of Visual Culture 3(2):195–211. Hansen, Mark B.N. 2004. New Philosophy for New Media. Cambridge, MA: MIT Press. Harvey, Ross. 2000. “Roller Coaster Planet: Kinetic Experience in the Age of Mechanical Motion.” Convergence 6(2):77–95. Herman, Leonard. 2008. “The Later Generation: Home Video Game Systems.” In The Video Game Explosion: A History from PONG to Playstation and Beyond. Edited by Mark J.P. Wolf. Westport, CT: Greenwood Publishing Group. Herz, J.C. 1997. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Boston: Little, Brown. Herz, J.C. 2001. Joystick Nation. New York: Little, Brown & Company. Hjorth, Larrisa. 2008. Mobile Media in the Asia Pacific: Gender and the Art of Being Mobile. New York, NY: Taylor & Francis. Hosokawa, Shuhei. 1984. “The Walkman Effect.” Popular Music 4(1):165–180. Huizinga, Johan. 1955. Homo Ludens: a Study of the Play-Element in Culture. Boston: Beacon Press. Ikegami, Eiko and Piet Hut. 2008. “Virtual Worlds Research: Past, Present & Future.” Journal of Virtual Worlds Research 1(1):1–19. Iwabuchi, Koichi. 2004. “How “Japanese” Is Pokemon?” In Pikachu’s Global Adventure: the Rise and Fall of Pokémon. Edited by Joseph Jay Tobin. Durham, NC: Duke University Press. Jackson, Nicholas. 2011. “Nintendo DS Is the Best-Selling Videogame System in U.S. History” The Atlantic. Retrieved April 18, 2011 (http:// doi: 10.1057/9781137396594 Bibliography www.theatlantic.com/technology/archive/2011/01/nintendo-ds-is- the-best-selling-videogame-system-in-us-history/68903/). Jenkins, Henry. 1998. “Complete Freedom of Movement: Video Games as Gendered Play Spaces” in Barbie to Mortal Kombat. Cambridge, MA: MIT Press. Jenkins, Henry. 2010. “Comment #59646 RE: Ian Bogost – Against Aca- Fandom.” Bogost.com Retrieved April 18, 2011 (http://www.bogost. com/blog/against_aca-fandom.shtml#comment-59646). Juul, Jesper. 2009. A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT Press. Juul, Jesper.”A Certain Level of Abstraction.” In Situated Play: DiGRA 2007 Conference Proceedings. Edited by Akira Baba. Tokyo: DiGRA Japan. Kent, Steven L. 2001. The Ultimate History of Video Games: From Pong to Pokemon and Beyond – The Story Behind the Craze That Touched Our Lives and Changed the World. Roseville, CA: Prima. Kracauer, Siegfried. 2005. The Mass Ornament: Weimar Essays. Cambridge, MA: Harvard University Press. Lefebvre, Henri. 2002. Everyday Life in the Modern World. New York:
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